\r
void Vore_SwallowStep(entity e)\r
{\r
- if(!cvar("g_balance_vore_swallow_speed"))\r
+ if(!cvar("g_balance_vore_swallow_speed_fill"))\r
{\r
Vore_Swallow(e);\r
return;\r
\r
// increase the progress value until it reaches 1, then swallow the player\r
if(e.swallow_progress_prey < 1)\r
- e.swallow_progress_prey += cvar("g_balance_vore_swallow_speed") * frametime;\r
+ e.swallow_progress_prey += cvar("g_balance_vore_swallow_speed_fill") * frametime;\r
else\r
{\r
Vore_Swallow(e);\r
}\r
}\r
\r
+ // the swallow progress of prey and preds idly decrease by this amount\r
+ if(self.swallow_progress_pred)\r
+ {\r
+ self.swallow_progress_pred -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
+ if(self.swallow_progress_pred < 0)\r
+ self.swallow_progress_pred = 0;\r
+ }\r
+ if(self.swallow_progress_prey)\r
+ {\r
+ self.swallow_progress_prey -= cvar("g_balance_vore_swallow_speed_decrease") * frametime;\r
+ if(self.swallow_progress_prey < 0)\r
+ self.swallow_progress_prey = 0;\r
+ }\r
+\r
// apply delays and skip the vore system under some circumstances\r
if(time < game_starttime || (time < warmup && !inWarmupStage)) // don't allow vore before a round begins\r
{\r